1) each NPC kill has so far dropped a wreck 100% of the time. Frigates Drop "small angel wreckage"2) wrecks drop like cargo containers and dont pop when emptied. 3) wreck icons are like the Beacon icons but dont show system wide 4) Self destructed ships drop a wreck but didnt drop and cargo(possible bug) (hurricane with full fitting + ammo/missiles / mods in cargo 14.6mil default uninsured payout) wreckage named "minmatar battlecruiser wreckage"5) POD LEFT A WRECK ? 6) wreckage was namable Via "set name" option but no name was changed (possible bug)7) wrecks have corp tags like normal cargo cans (flaging not tested yet)im assuming that the item wrecked will determine the possible salvaged items.

Q. what will a pod salvage ?Q. by having 100% wrecks dropped doesnt this by default create even more lag. even cleared of argo still leaves a wreck so looting a mission and choosing not to salvage will have items in space and therefore lots of DB items ?Q. Please can we have the Salvager Module seeded to actually do some salvage testing. Q. Is there any specific testing thats needed.

Posted - 2006.10.27 11:41:00 -
[4]
Wrecks now drop in place of the old cargo containers. They cause no more or less lag than the cans did. As stated above, they do not pop when emptied because you also have the new ability to salvage wrecks, and potentially find components for rig manufacturing. 4, 5 and 6 are all probably bugs. Please check they are listed on the bugs thread on this forum, so we can review them later when we have a stable build.

Posted - 2006.10.27 11:45:00 -
[5]
corpse was outside the wreck. so people can still add to their collections.

Thinking about it more; Its the Capsule that leaves a wreck and the pilot still becomes the corpse. so no implants from pod wrecks :( However, imagine after a fleet fight. Wrecks of ships & Capsules all littering space :/

Originally by:Mashie SaldanaI have a feeling a wreck will be time limited in space just like cans. If you get too much lag and don't want to salvage just shoot the wrecks.

Problem with that is that most people use an indie with tractor beams for looting, and the DPS of tractor beams isn't exactly stellar...Maybe an option for 'Destroy wrecks after looting' ? If you actually want to salvage you can always turn it off.---------ZOMG my sig was concordokkened!Link removed due to bad language on remote site. -wystler

Originally by:Mashie SaldanaI have a feeling a wreck will be time limited in space just like cans. If you get too much lag and don't want to salvage just shoot the wrecks.

Problem with that is that most people use an indie with tractor beams for looting, and the DPS of tractor beams isn't exactly stellar...Maybe an option for 'Destroy wrecks after looting' ? If you actually want to salvage you can always turn it off.

The do? no one told me and my corpmates that. Non of us use indies for looting, far to slow. Catalist Vexor and exequror can all be set up as grate looters. But no worries if you realy need insane amounts of cargo space for what ever your looting the mammoth and the iteron v both have two high slots and wrecks have less hp then cans.

Posted - 2006.10.27 12:35:00 -
[8]
Yeah some lvl4 missions drop 'slightly' more loot than an Exequror can carry. And you must be joking about putting in a gun into the second tractor slot? Thats like hacking off your hand to heal a cut in your little finger...What it will come down to is people looting as they do now and renaming the looted wrecks, or not looting at all anymore. In any case we will have a whole lot more wrecks floating around than we got cans now. If that will affect performance? I wouldn't know but it doesn't feel good.---------ZOMG my sig was concordokkened!Link removed due to bad language on remote site. -wystler

Originally by:MephystoWrecks now drop in place of the old cargo containers. They cause no more or less lag than the cans did. As stated above, they do not pop when emptied because you also have the new ability to salvage wrecks, and potentially find components for rig manufacturing. 4, 5 and 6 are all probably bugs. Please check they are listed on the bugs thread on this forum, so we can review them later when we have a stable build.

Posted - 2006.10.27 15:37:00 -
[11]
I blew up a Amarr dread on Sisi and I have to admin, the wreck was awesome looking, didn't get much of a chance to do much else with it... but was a nice addition in front of the station. Now here's a question, what's to prevent someone from buying ships, blowing them up to get wreck parts? I mean it's expensive, but the materials they get could be possibly more valuable than the price of the ship.

Does the type of the ship affect the type of the stuff you get from the wreck for the rig?

What's to prevent a player popping Rifters all day to get an item that worth more than the rifter?

Posted - 2006.10.27 15:43:00 -
[12]
Does shooting the leftovers of a non-corpmate ship in empire trigger concord as shooting cans does? maybe blowing up a wrecked ship w/ cargo in the hold just drops the can would be a good idea, so wrecked ships aren't left laying around. Unless the hope is that people will flock to salvage ships for the wrecks... Even then, does salvaging a neutral wrecked ship in empire trigger concord? :)

Originally by:MephystoWrecks now drop in place of the old cargo containers.

Forgot to ask you earlier? Why we have to study new skill as a Salvage? We already have Analyzer I and Codebreaker I useless modules with their skills... Don't waste our time by tricky new skill and modules! And don't tell me please what those module's usefull cause of couple of COSMOS mission's...

P.S. If you want insert new modules that much, think about Medium and Large Tractor beam I, those'll be much usefull modules in the EvE...

Posted - 2006.10.27 16:43:00 -
[14]Edited by: Venkul Mul on 27/10/2006 16:44:25I see an added problems with the non disapparence of wrecks. In some mission (especially some COSMOS complex) the number of can is so high to create a "fog" of cans while fighting. To the point that I, and most other pilot doing those missions, pile all the useless lot in 1 can to clear the space a little, even during combat (removing the cans from overview helps, but if you are searching for the can with the "spoiled drugs" or 3 units of "stholen goods" you need to access the cans the same, and while the enemyes costantly respawn). So a wreck that last 1 hour can be a pain, and destroing it use 1 gun, and can aggro CONCORD if you do that on another player discarded wreck.

Maybe changing the colour of your looted wrecks can be the easy solution. Green = not looted, white = looted, yellow = another player can.

Posted - 2006.10.27 16:53:00 -
[15]
The looted versus unlooted wrecks is going to be a big problem, and shooting them doesn't look to be a sufficient solution.

BTW, good job starting a new topic for wreck issues! Got a stickie and some Mephysto info, well done. But let me share the link to the topic where we've been discussing this stuff for the last two days; it was dying even before this one got stickied for lack of new input, but it's got some info that you'll want to see if you're interested in this thread.

Posted - 2006.10.27 18:43:00 -
[17]
Well I self destructed a Thanatos and my pod got stuck and I couldn't navigate or warp. I submitted it as a petition for being stuck and as a bug that shouldn't have happened. I got no response...

Posted - 2006.10.27 21:35:00 -
[23]
does this mean taht u wont be able to collect loot from kills unless you can salvage? and doesn salvaging need survay lvl 5? so anyone that wants loot from kills will have to train survay lvl 5?

Posted - 2006.10.27 22:00:00 -
[24]Edited by: Pakalolo on 27/10/2006 22:03:54you can open a wreck just like any loot can and get your basic loot without rigging or skills. if you want the new items from the wreck, you will need at least salvage 1 (3? 4 for t2?) to fit the salvage rig module. and yes salvage requires survey 5.

edit: I ran a regular lvl4 mission on sisi - Duo of Death. This mission requires a specific item to be dropped by an npc and returned to agent. this item was dropped in a standard loot can (not a wreck) and was very easy to spot - so I didn't have to search all the wrecks to find it. the item was in the only 'cargo container' in the area!

Posted - 2006.10.28 15:51:00 -
[25]
Now when we have wrecks, can you please increase the storage capacity so frighters can start drop loot as well? And to prevent the issue with 2000 shuttles enter space (and kill a node), make ships held in cargo stay in the wreck and not get auto assembled in space until explicitly told so using drag and drop for example.

Posted - 2006.10.28 18:52:00 -
[27]
I am hoping that cans are not gone altogether.You can still jettosn cans cant you, given that wreks now spawn as well as, or is it in place of?If its in place of, may god have mercy on the miners.___________________________________________________________

(\_/)(O.o) Copy the bunny into your signature,(> <) to help him achieve world domination.

Originally by:paddy1125I am hoping that cans are not gone altogether.You can still jettosn cans cant you, given that wreks now spawn as well as, or is it in place of?If its in place of, may god have mercy on the miners.

I think the real miners will adapt, it¦s the macro miners that are likely to have a hissy fit, but who cares about them anyway

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